Game Info

Important

During the course of the game, the player may see a need to exercise
his/her magic powers. Spells are cast using mana and normally have a minimum
magic level and character level. Here's a list of all known spells:

All or Nothing, Last Ditch, Alamo, Blitz, Kamikaze
magic level: none
character level: none
mana used: 1
when used: combat
Has a chance of working based on monster experience and character magic
level. When it works, it hits the monster just enough to kill it. If it
fails, the monster's quickness and strength double. Paralyzed monsters
wake up much quicker as a result of this spell. Over time this spell
gets slightly more likely to work if you use it.

Magic Bolt, Magic Missile, Magic Meteor, Magic Fulmination, Magic Blast
magic level: 5
character level: none
mana used: variable
when used: combat
Hits the monster based upon the amount of mana expended and magic level. Over time this spells
damage increases noticeably and has a chance of doing multiple types of
damage if you use it.

Increase Might, Strengthen, Bolster, Empower, Fortify
magic level: 15
character level: none
mana used: 30 + 1/2 * magic level
when used: combat
Used during combat with monsters. Increases strength for that battle only. Over time
this spell costs less mana and gains a slight cumulative effect if you use it.

Cloak
magic level: 20
character level: 7
mana used: 35
when used: normal play
Cloak prevents monsters from finding the character, as well as hiding
the player's coordinates from others. Maintaining a cloak costs mana equal
to the size of the monsters you're hidden from. While cloaked, players
cannot collect mana, hunt monsters, find trading posts or objects in the
realm, use special powers, or teleport.

Haste, Quicken, Dispatch, Alacrity, Depeche
magic level: 25
character level: none
mana used: 35 + 1/2 * magic level
when used: combat
Makes it harder for the monster to attack by temporarily increasing the
player's quickness. Over time
this spell costs less mana and gains a slight cumulative effect if you use it.

Force Field, Absorber, Escutcheon, Force Screen, Ward
magic level: 35
character level: none
mana used: 60 + 1/2 * magic level
when used: combat
Throws up a shield to protect from damage. The shield is added to actual
energy level and based on magic level. Normally, damage occurs first to
the shield, and then to the players actual energy level. Over time this
spell becomes slightly more effective and has a chance of striking back
at a strong opponent if you use it.

Teleport
magic level: 40
character level: 15
mana used: variable
when used: normal play
Allows the player to move with much more freedom than with the compass
or move option, at the price of expending mana. This spell is more efficient
as magic level increases.

Transport, Eject, Expatriate, Expulse, Magic Catapult
magic level: 45
character level: none
mana used: 100
when used: combat
Transports the monster away from the player. Success is based upon player's
magic level and the monster's experience. If successful, there is a 50%
chance the monster will drop any treasure it was carrying. If it fails,
the player may be transported instead. Over time this spells backfire
effect becomes less likely if you use it.

Paralyze, Freeze, Immobilize, Debilitate, Petrify
magic level: 60
character level: none
mana used: 125
when used: combat
"Freezes" the monster by putting its quickness slightly negative.
The monster will slowly wake up. Success is based upon the player's magic
and the monster's experience. If it fails, nothing happens.

Transform, Polymorph, Metamorphose, Transmute, Denature
magic level: 75
character level: none
mana used: 150
when used: combat
Transforms the monster randomly into one of the 100 monsters from the
monster file. This spell can fail and backfire in inter-terminal combat.
Over time this spell becomes more likely to turn larger monsters into
smaller ones, and or, into sheep, if you use it.